Another example is the contrast between the Citadel of Antiquity as seen in Rob McLees' chapter screen artwork and the Citadel of Antiquity as seen in Rob McLees' texture artwork.
Does ANYONE think there's a way to tell whether an area is Pfhor- or S'pht-constructed by the textures? I assume the limit of 4-5 texture sets, one texture set per level, and memory limits on the number of textures per level are also partly responsible for these inconsistencies, especially the Boomer/Hfarl (not Roziante) similarity. I think I prefer Dark Forces' system, which allows for more variety and realism.
A more visually consistent update of M2 for a modern engine (like Halo?) would be interesting - no 5D space, and landscapes that change between levels as you move around on the planet. Maybe after Marathon Resurrection is finished.
: What fun would a new scenario be without new textures? Game-wise, we have
: seen Boomer decorated in three different texture sets in the Marathon
: trilogy. In M2 Durandal notes that he has made numerous changes to Boomer
: since M1, but then why did the Rozinante when seen the one time we were on
: it in M2 look so much like Boomer in terms of style? In Rubicon as we'll
: later see, Durandal comments about Pfhor interior design and the fact that
: they may employ several different design styles on the same vessel, all
: acquired from other species. And the similarities between the Rozinante
: and the Salinger, and to Aye Mac Sikur, for that matter, are striking. I
: suppose that one could say that we are seeing different parts of the
: Rozinante in Rubicon than we did in M2. We might also say that the Pfhor
: copied some of the styling of the Rozinante from the Jjaro, as apparently
: did we in the design of the Salinger. Still, let's face it, the tru7h is
: that game designers prefer innovation and cool new textures over
: consistency.